Warhammer 40k | Ruleshammer | Columns | Core Games
Nurgle’s Gift (Contagion): While an enemy unit is within Contagion Range of this unit (see below), subtract 1 from the Toughness characteristic of models in that enemy unit.
Contagion range varies from Round to Round; in round 1 it's 1". So it won't affect any of the Fire Warriors (16) or Stealth Suits (4) as they're more than 1" away, for now.
REINFORCED ARMOUR Each time a ranged attack is made with a weapon that has a Strength characteristic of 7 or less against a VEHICLE or BATTLESUIT unit with this tenet, subtract 1 from the Strength characteristic of that attack.
As Fire Warriors are neither vehicle or battlesuit, this tenet won't affect the Plague Marine unit's shooting. To add some extra bite to these shots, the Death Guard are going to make use of the Virulent Rounds Stratagem for 1CP.VIRULENT ROUNDS Use this Stratagem in your Shooting phase, when a DEATH GUARD CORE unit from your army is selected to shoot. Until the end of the phase, bolt weapons models in that unit are equipped with have the Plague Weapon ability.
CP Update! Tau: 8 Death Guard: 12 - 1 = 11
OBJECTIVE SECURED Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.
While both sides have models with this ability within range of an objective, then it's simply whichever side has the most models within range. However if all the Fire Warriors die then it becomes either whichever side has any Objective Secured models on the point, which would be the Plague Marines as the Stealth suit unit doesn't have the ability, or if neither side has any Objective Secured then it's back to the side with the most models in range. All of this information makes picking the target for the Foul Blightspawn (11) harder, as they either try to further soften up the Fire Warriors (16) or try to remove the threat of the Stealth Suits (4) and rely on Fighting to secure control. There's the risk that killing further Fire Warriors could make the charge less likely to succeed, they are currently 2.9" away though and the furthest away mode is 4.8", so it's not a massive risk, needing at most a 4" charge.BLAST WEAPONS Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons: 1) If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit. 2) When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
As the Fire Warriors (16) still have more than 6 models, the minimum number of attacks that this weapon will make is 3. As a 2D6 weapon though they absolutely should still roll as the chances of more than 3 is quite hit. Note that the minimum is for the rolled result, not for each dice! The result of a dice roll in Warhammer 40k is the total of the dice added together. There's a FAQ Rare Rule that covers this with an example.Blast and Multiple Dice Rolls In addition to the errata here, we wanted to briefly add an additional example to explain how the Blast rule works when shooting a weapon that requires more than one dice roll to determine its number of attacks. For example, if a Heavy 2D3 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a double 1 to determine how many attacks are made, that result is less than 3 and so that weapon makes 3 attacks against that target. If the same weapon targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
In our case it's 2D6, so they roll that and get 7! After this the weapon's attacks are resolved as normal - it's 7 shots, Range 6", Strength 5, AP-1, 1 Damage and the Blight Spawn as BS 3+. They get 4 hits, which manage 4 wounds, and the Fire Warriors fail 3 of their saves (requiring a 5+), losing 3 more models.
BIG GUNS NEVER TIRE A VEHICLE or MONSTER model can make attacks with ranged weapons even when its unit is within Engagement Range of enemy units, but it can only make such attacks against enemy units that it is within Engagement Range of. In such circumstances, VEHICLE and MONSTER models can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit. Note that if a VEHICLE or MONSTER unit has more than one ranged weapon, you can still choose to target units that are not within Engagement Range of the firing model’s unit, but they will only be able to make the attacks with that weapon if all enemy units within Engagement Range of the firing model’s unit have been destroyed when you come to resolve those attacks. In addition, when a VEHICLE or MONSTER model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks while any enemy units are within Engagement Range of that model’s unit.
However the main gun for the Plagueburst Crawler is a BLAST weapon, and they can't be fired at targets within Engagement Range.Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.
What they can do though, is declare that the Plagueburst mortar will target something outside of Engagement Range, and then resolve those attacks if the all the units within Engagement Range die first. So just in case of that happening, the Mortar will be targeting the Devilfish, it is actually "not visible" due to the Obscuring terrain piece so it will take the indirect penalties if those attacks are allowed to be made.FAIL-SAFE DETONATOR 1CP Use this Stratagem in any phase, when a BATTLESUIT model from your army is destroyed. Before removing that model from play, instead of using any rules that are triggered when that model is destroyed (e.g. the Explodes ability), roll one D6 for each unit within 3" of that model, adding 1 to the roll if the destroyed model has a Wounds characteristic of 12 or more: on a 3-5, that unit suffers D3 mortal wounds; on a 6+, that unit suffers 3 mortal wounds.
CP Update! Tau: 8 - 1 = 7 Death Guard: 11When: If a rule states that it takes place when a certain trigger occurs, unless otherwise specified, that rule takes effect before any others.
So "when" rules can interrupt and are resolved sometimes in the middle of an ongoing thing such as shooting. This is important though as the Crawler is only on 4 wounds, if this stratagem succeeds it could reduce the tank to its bottom wound bracket. The Tau player rolls for the one unit within 3" which is the Plagueburst Crawler and gets a 4. So the tank takes D3 mortal wounds, 3! This reduces the Crawler down to 1 wound. The Tau Commander (12) is then removed from play.INDIRECT FIRE WEAPONS An Indirect Fire weapon is one that can target units that are not visible to the bearer (e.g. mortars, smart-missile systems, impaler cannons, etc.). If such a weapon targets a unit that is not visible (i.e. no models in a target unit are visible to the firing unit when you selected it as a target), then each time an attack is made with that weapon against that target this phase, worsen the Ballistic Skill characteristic of that attack by 1 and add 1 to any armour saving throws made against that attack.
Tags: 40k | Warhammer 40k | FAQ | featured | Ruleshammer | 9th edition
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